FS#155 - Critical problems after rescaling GLES2 X windows

When a X window which is displaying GLES2 render output is:
- Either dragged out of the visibile screen region (?)
- Is made larger than it was at the creation time of the GLES2 context
then:
- The performance will drop significantly as the EGL buffer swaps won't occur as fast as before,
- The render output will be corrupted and flicker
- In rare occasions crashes the application or locks up the entire system (which forces you to remove the battery)
The problem can not be solved without restarting the application (Possibly forcing players to complete the same goals again as they were unable to reach a savepoint or similar things).
This was confirmed in Mupen64Plus and the PowerVR GLES Samples and some of my own projects (which are, however, based on the PowerVR samples).
As I didn't see any other reports about this problems (but had it confirmed by other Pandora users too) I would expect that it can be fixed by using a newer X, kernel or combination of them as other OMAP users would be effected too.

As this makes it almost impossible to work with GLES in GUI tools (as rescaling the GLES preview drops the performance to about 1-5 FPS (from 60+ FPS) and corrupts output), I'm already working on an EGL hook (possibly a patched binary instead for release) to address this issue by reporting a larger X window size when calling "eglCreateWindowSurface" which will hopefully create a larger buffer in memory and therefore avoid problems.